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John P. Doran - Unity 2021 Shaders and Effects Cookbook: Over 50 recipes to help you transform your game into a visually stunning masterpiece, 4th Edition

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John P. Doran Unity 2021 Shaders and Effects Cookbook: Over 50 recipes to help you transform your game into a visually stunning masterpiece, 4th Edition
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Unity 2021 Shaders and Effects Cookbook: Over 50 recipes to help you transform your game into a visually stunning masterpiece, 4th Edition: summary, description and annotation

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Overcome the challenges and complexities involved in creating your own shaders with high-level realism using practical solutions, best practices, and the latest features of Unity 2021

Key Features
  • Discover practical recipes for mastering post-processing effects and advanced shading techniques
  • Learn the secrets of creating AAA quality shaders without writing long algorithms
  • Create visually stunning effects for your games using Unitys VFX Graph
Book Description

Shaders enable you to create powerful visuals for your game projects. However, creating shaders for your games can be notoriously challenging with various factors such as complex mathematics standing in the way of attaining the level of realism you crave for your shaders.

The Unity 2021 Shaders and Effects Cookbook helps you overcome that with a recipe-based approach to creating shaders using Unity. This fourth edition is updated and enhanced using Unity 2021 features and tools covering Unitys new way of creating particle effects with the VFX Graph. Youll learn how to use VFX Graph for advanced shader development. The book also features updated recipes for using Shader Graph to create 2D and 3D elements. Youll cover everything you need to know about vectors, how they can be used to construct lighting, and how to use textures to create complex effects without the heavy math. Youll also understand how to use the visual-based Shader Graph for creating shaders without any code.

By the end of this Unity book, youll have developed a set of shaders that you can use in your Unity 3D games and be able to accomplish new effects and address the performance needs of your Unity game development projects. So, lets get started!

What you will learn
  • Use physically based rendering to fit the aesthetic of your game
  • Create spectacular effects for your games by testing the limits of what shaders can do
  • Explore advanced shader techniques for your games with AAA quality
  • Use Shader Graph to create 2D and 3D elements for your games without writing code
  • Master the math and algorithms behind the commonly used lighting models
  • Get to grips with the Post-Processing Stack to tweak the appearance of your game
Who this book is for

This book is for game developers who want to start creating their first shaders in Unity 2021 and take their game to a whole new level by adding professional post-processing effects. The book assumes intermediate-level knowledge of Unity.

Table of Contents
  1. Post Processing Stack
  2. Creating Your First Shader
  3. Working with Surface Shaders
  4. Working with Texture Mapping
  5. Understanding Lighting Models
  6. Physically Based Rendering
  7. Vertex Functions
  8. Fragment Shaders and Grab Passes
  9. Mobile Shader Adjustment
  10. Screen Effects with Unity Render Textures
  11. Gameplay and Screen Effects
  12. Advanced Shading Techniques
  13. Shader Graph 2D
  14. Shader Graph 3D

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Unity 2021 Shaders and Effects Cookbook Fourth Edition Over 50 recipes to help - photo 1
Unity 2021 Shaders and Effects Cookbook
Fourth Edition

Over 50 recipes to help you transform your game into a visually stunning masterpiece

John P. Doran

BIRMINGHAMMUMBAI Unity 2021 Shaders and Effects Cookbook Fourth Edition - photo 2

BIRMINGHAMMUMBAI

Unity 2021 Shaders and Effects Cookbook
Fourth Edition

Copyright 2021 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Publishing Product Manager: Pavan Ramchandani

Senior Editor: Mark Dsouza

Content Development Editor: Divya Vijayan

Technical Editor: Saurabh Kadave

Copy Editor: Safis Editing

Project Coordinator: Manthan Patel

Proofreader: Safis Editing

Indexer: Manju Arasan

Production Designer: Aparna Bhagat

First published: June 2013

Second edition: February 2016

Third edition: June 2018

Fourth edition: October 2021

Production reference: 1141021

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham

B3 2PB, UK.

ISBN 978-1-83921-862-0

www.packt.com

To my daughter, Johanna Mai Doran, and to my wife, Hien, for being my loving partner throughout our joint life journey.

John P. Doran

Contributors
About the author

John P. Doran is a passionate and seasoned technical game designer, software engineer, and author who is currently based in Songdo, South Korea. His passion for game development began at an early age.

For over a decade, John has gained extensive hands-on expertise in game development, working in various roles ranging from game designer to lead UI programmer in teams consisting of just himself to over 70 people in student, mod, and professional game projects, including working at LucasArts on Star Wars: 1313. Additionally, John has worked in game development education teaching in Singapore, South Korea, and the United States at schools including the DigiPen Institute of Technology and Bradley University. To date, he has authored over 10 books on game development.

John is currently an instructor at George Mason University Korea. Prior to his present ventures, he was an award-winning videographer.

I want to thank everyone at Packt for their assistance in the book-creation process, especially Pavan Ramchandani, Divij Kotian, Divya Vijayan, and Rohit Rajkumar. I am also grateful for the great advice and suggestions from my technical reviewers, Floris Groen and Kenneth Lammers. I'm incredibly proud of this edition of the book, and I hope everyone else is too.

About the reviewers

Floris Groen is an experienced software engineer and shader expert from the Netherlands. He taught himself how to use graphics APIs in his late teens and went on to become a graphics programmer. He has worked in the gaming industry, as well as in architectural visualization, where he contributed to several game titles and software products. During that time, he has coded two rendering engines as part of successful commercial software. Floris is currently working on bringing digital humans to life by using a context-sensitive procedural animation system combined with realistic shaders and lighting. In the past, he has volunteered as a coach for an initiative to get more women into the tech industry.

Kenneth Lammers has over 15 years of experience in the gaming industry, working as a character artist, technical artist, technical art director, and programmer. Throughout his career, he has worked on titles such as Call of Duty 3, Crackdown 2, Alan Wake, and Kinect Star Wars. He currently owns and operates Ozone Interactive with his business partner, Noah Kaarbo. Together, they have worked with clients such as Amazon, Eline Media, IGT, and Microsoft. Kenny has worked for Microsoft Games Studios, Activision, and Surreal, and has recently gone out on his own, operating CreativeTD and Ozone Interactive. Kenny authored the first edition of Unity Shaders and Effects Cookbook by Packt Publishing and was very happy to be a part of the writing, updating, and reviewing of this book.

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